diff options
author | Jacques Lucke <jacques@blender.org> | 2021-01-21 18:47:03 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2021-01-21 18:49:06 +0300 |
commit | 425e706921a8f986921b8b9c429874fed98e9a10 (patch) | |
tree | 88275db9e9ec65cd84c210a03799b285f1a0671f /source/blender/blenkernel/BKE_attribute_access.hh | |
parent | a92ebab5da3bcbe3ee1b87348e51f6bcb347b881 (diff) |
Geometry Nodes: new Attribute Sample Texture node
This node allows sampling a texture for every vertex based on some
mapping attribute. Typical attribute names are the name of a uv map
(e.g. "UVMap") and "position". However, every attribute that can be
converted to a vector implicitly is supported.
It should be noted that as of right now, uv map attributes can only be
accessed after a Point Distribute node.
Ref T82584.
Differential Revision: https://developer.blender.org/D10121
Diffstat (limited to 'source/blender/blenkernel/BKE_attribute_access.hh')
-rw-r--r-- | source/blender/blenkernel/BKE_attribute_access.hh | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_attribute_access.hh b/source/blender/blenkernel/BKE_attribute_access.hh index abcf8ed1c54..bca96aac665 100644 --- a/source/blender/blenkernel/BKE_attribute_access.hh +++ b/source/blender/blenkernel/BKE_attribute_access.hh @@ -24,6 +24,7 @@ #include "BKE_attribute.h" #include "BLI_color.hh" +#include "BLI_float2.hh" #include "BLI_float3.hh" namespace blender::bke { @@ -301,11 +302,13 @@ template<typename T> class TypedWriteAttribute { using BooleanReadAttribute = TypedReadAttribute<bool>; using FloatReadAttribute = TypedReadAttribute<float>; +using Float2ReadAttribute = TypedReadAttribute<float2>; using Float3ReadAttribute = TypedReadAttribute<float3>; using Int32ReadAttribute = TypedReadAttribute<int>; using Color4fReadAttribute = TypedReadAttribute<Color4f>; using BooleanWriteAttribute = TypedWriteAttribute<bool>; using FloatWriteAttribute = TypedWriteAttribute<float>; +using Float2WriteAttribute = TypedWriteAttribute<float2>; using Float3WriteAttribute = TypedWriteAttribute<float3>; using Int32WriteAttribute = TypedWriteAttribute<int>; using Color4fWriteAttribute = TypedWriteAttribute<Color4f>; |